1 /***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12 ***********************************************************************/
18 #endif /* __cplusplus */
21 #include "bitvector.h"
26 #include "name_translation.h"
27 #include "improvement.h"
28 #include "traderoutes.h"
31 #include "workertask.h"
34 enum production_class_type
{
36 PCT_NORMAL_IMPROVEMENT
,
41 /* Various city options. These are stored by the server and can be
42 * toggled by the user. Each one defaults to off. Adding new ones
43 * will break network compatibility. If you want to reorder or remove
44 * an option remember to load the city option order from the savegame.
45 * It is stored in savefile.city_options_vector
47 * Used in the network protocol.
49 #define SPECENUM_NAME city_options
50 /* If building a settler at size 1 disbands the city */
51 #define SPECENUM_VALUE0 CITYO_DISBAND
52 #define SPECENUM_VALUE0NAME "Disband"
53 /* If new citizens are science specialists */
54 #define SPECENUM_VALUE1 CITYO_SCIENCE_SPECIALISTS
55 #define SPECENUM_VALUE1NAME "Sci_Specialists"
56 /* If new citizens are gold specialists */
57 #define SPECENUM_VALUE2 CITYO_GOLD_SPECIALISTS
58 #define SPECENUM_VALUE2NAME "Tax_Specialists"
59 #define SPECENUM_COUNT CITYO_LAST
60 #define SPECENUM_BITVECTOR bv_city_options
61 #include "specenum_gen.h"
63 /* Changing the max radius requires updating network capabilities and results
64 * in incompatible savefiles. */
65 #define CITY_MAP_MIN_RADIUS 0
66 #define CITY_MAP_DEFAULT_RADIUS 2
67 #define CITY_MAP_MAX_RADIUS 5
69 /* The city includes all tiles dx^2 + dy^2 <= CITY_MAP_*_RADIUS_SQ */
70 #define CITY_MAP_DEFAULT_RADIUS_SQ \
71 (CITY_MAP_DEFAULT_RADIUS * CITY_MAP_DEFAULT_RADIUS + 1)
72 #define CITY_MAP_MIN_RADIUS_SQ \
73 (CITY_MAP_MIN_RADIUS * CITY_MAP_MIN_RADIUS + 1)
74 #define CITY_MAP_MAX_RADIUS_SQ \
75 (CITY_MAP_MAX_RADIUS * CITY_MAP_MAX_RADIUS + 1)
76 /* the id for the city center */
77 #define CITY_MAP_CENTER_RADIUS_SQ -1
78 /* the tile index of the city center */
79 #define CITY_MAP_CENTER_TILE_INDEX 0
81 /* Maximum diameter of the workable city area. */
82 #define CITY_MAP_MAX_SIZE (CITY_MAP_MAX_RADIUS * 2 + 1)
84 #define INCITE_IMPOSSIBLE_COST (1000 * 1000 * 1000)
87 * Size of the biggest possible city.
89 * The constant may be changed since it isn't externally visible.
91 * The city size is saved as unsigned char. Therefore, MAX_CITY_SIZE should
94 #define MAX_CITY_SIZE 0xFF
96 /* Iterate a city map, from the center (the city) outwards */
101 /* City map coordinates are positive integers shifted by the maximum
102 * radius the game engine allows (not the current ruleset) */
103 #define CITY_REL2ABS(_coor) (_coor + CITY_MAP_MAX_RADIUS)
104 #define CITY_ABS2REL(_coor) (_coor - CITY_MAP_MAX_RADIUS)
106 bool city_tile_index_to_xy(int *city_map_x
, int *city_map_y
,
107 int city_tile_index
, int city_radius_sq
);
108 int city_tile_xy_to_index(int city_map_x
, int city_map_y
,
111 int rs_max_city_radius_sq(void);
112 int city_map_radius_sq_get(const struct city
*pcity
);
113 void city_map_radius_sq_set(struct city
*pcity
, int radius_sq
);
114 int city_map_tiles(int city_radius_sq
);
115 #define city_map_tiles_from_city(_pcity) \
116 city_map_tiles(city_map_radius_sq_get(_pcity))
118 void citylog_map_data(enum log_level level
, int radius_sq
, int *map_data
);
119 void citylog_map_workers(enum log_level level
, struct city
*pcity
);
121 /* Iterate over the tiles of a city map. Starting at a given city radius
122 * (the city center is _radius_sq_min = 0) outward to the tiles of
123 * _radius_sq_max. (_x, _y) will be the valid elements of
124 * [0, CITY_MAP_MAX_SIZE] taking into account the city radius. */
125 #define city_map_iterate_outwards_radius_sq_index(_radius_sq_min, \
129 fc_assert(_radius_sq_min <= _radius_sq_max); \
130 int _x = 0, _y = 0, _index; \
131 int _x##_y##_index = city_map_tiles(_radius_sq_min); \
132 while (city_tile_index_to_xy(&_x, &_y, _x##_y##_index, \
134 _index = _x##_y##_index; \
137 #define city_map_iterate_outwards_radius_sq_index_end \
141 /* Same as above, but don't set index */
142 #define city_map_iterate_outwards_radius_sq(_radius_sq_min, \
146 fc_assert(_radius_sq_min <= _radius_sq_max); \
147 int _x = 0, _y = 0; \
148 int _x##_y##_index = city_map_tiles(_radius_sq_min); \
149 while (city_tile_index_to_xy(&_x, &_y, _x##_y##_index, \
153 #define city_map_iterate_outwards_radius_sq_end \
157 /* Iterate a city map. This iterates over all city positions in the city
158 * map starting at the city center (i.e., positions that are workable by
159 * the city) using the index (_index) and the coordinates (_x, _y). It
160 * is an abbreviation for city_map_iterate_outwards_radius_sq(_end). */
161 #define city_map_iterate(_radius_sq, _index, _x, _y) \
162 city_map_iterate_outwards_radius_sq_index(CITY_MAP_CENTER_RADIUS_SQ, \
163 _radius_sq, _index, _x, _y)
165 #define city_map_iterate_end \
166 city_map_iterate_outwards_radius_sq_index_end
168 #define city_map_iterate_without_index(_radius_sq, _x, _y) \
169 city_map_iterate_outwards_radius_sq(CITY_MAP_CENTER_RADIUS_SQ, \
172 #define city_map_iterate_without_index_end \
173 city_map_iterate_outwards_radius_sq_end
175 /* Iterate the tiles between two radii of a city map. */
176 #define city_map_iterate_radius_sq(_radius_sq_min, _radius_sq_max, \
178 city_map_iterate_outwards_radius_sq(_radius_sq_min, _radius_sq_max, \
181 #define city_map_iterate_radius_sq_end \
182 city_map_iterate_outwards_radius_sq_end
184 /* Iterate a city map in checked real map coordinates.
185 * _radius_sq is the squared city radius.
186 * _city_tile is the center of the (possible) city.
187 * (_index) will be the city tile index in the intervall
188 * [0, city_map_tiles(_radius_sq)] */
189 #define city_tile_iterate_index(_radius_sq, _city_tile, _tile, \
191 city_map_iterate_outwards_radius_sq_index(CITY_MAP_CENTER_RADIUS_SQ, \
192 _radius_sq, _index, _x, _y) \
193 struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
197 #define city_tile_iterate_index_end \
199 } city_map_iterate_outwards_radius_sq_index_end;
201 /* simple extension to skip is_free_worked() tiles. */
202 #define city_tile_iterate_skip_free_worked(_radius_sq, _city_tile, \
203 _tile, _index, _x, _y) { \
204 city_map_iterate(_radius_sq, _index, _x, _y) { \
205 if (!is_free_worked_index(_index)) { \
206 struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
210 #define city_tile_iterate_skip_free_worked_end \
213 } city_map_iterate_end; \
216 /* Does the same thing as city_tile_iterate_index, but keeps the city
217 * coordinates hidden. */
218 #define city_tile_iterate(_radius_sq, _city_tile, _tile) { \
219 city_map_iterate_outwards_radius_sq(CITY_MAP_CENTER_RADIUS_SQ, \
220 _radius_sq, _x, _y) \
221 struct tile *_tile = city_map_to_tile(_city_tile, _radius_sq, \
225 #define city_tile_iterate_end \
227 } city_map_iterate_outwards_radius_sq_end;
229 /* Improvement status (for cities' lists of improvements)
230 * (replaced Impr_Status) */
232 struct built_status
{
233 int turn
; /* turn built, negative for old state */
234 #define I_NEVER (-1) /* Improvement never built */
235 #define I_DESTROYED (-2) /* Improvement built and destroyed */
238 /* How much this output type is penalized for unhappy cities: not at all,
239 * surplus knocked down to 0, or all production removed. */
240 enum output_unhappy_penalty
{
241 UNHAPPY_PENALTY_NONE
,
242 UNHAPPY_PENALTY_SURPLUS
,
243 UNHAPPY_PENALTY_ALL_PRODUCTION
248 const char *name
; /* Untranslated name */
249 const char *id
; /* Identifier string (for rulesets, etc.) */
250 bool harvested
; /* Is this output type gathered by city workers? */
251 enum output_unhappy_penalty unhappy_penalty
;
254 enum citizen_category
{
260 CITIZEN_SPECIALIST
= CITIZEN_LAST
,
263 /* changing this order will break network compatibility,
264 * and clients that don't use the symbols. */
265 enum citizen_feeling
{
266 FEELING_BASE
, /* before any of the modifiers below */
267 FEELING_LUXURY
, /* after luxury */
268 FEELING_EFFECT
, /* after building effects */
269 FEELING_NATIONALITY
, /* after citizen nationality effects */
270 FEELING_MARTIAL
, /* after units enforce martial order */
271 FEELING_FINAL
, /* after wonders (final result) */
275 /* Ways city output can be lost. Not currently part of network protocol. */
277 OLOSS_WASTE
, /* regular corruption or waste */
278 OLOSS_SIZE
, /* notradesize/fulltradesize */
282 /* This enumerators are used at client side only (so changing it doesn't
283 * break the compability) to mark that the city need specific gui updates
284 * (e.g. city dialog, or city report). */
287 CU_UPDATE_REPORT
= 1 << 0,
288 CU_UPDATE_DIALOG
= 1 << 1,
289 CU_POPUP_DIALOG
= 1 << 2
292 /* See city_build_here_test(). */
293 enum city_build_result
{
301 struct tile_cache
; /* defined and only used within city.c */
303 struct adv_city
; /* defined in ./server/advisors/infracache.h */
306 char name
[MAX_LEN_CITYNAME
];
307 struct tile
*tile
; /* May be NULL, should check! */
308 struct player
*owner
; /* Cannot be NULL. */
309 struct player
*original
; /* Cannot be NULL. */
315 citizens feel
[CITIZEN_LAST
][FEELING_LAST
];
318 citizens specialists
[SP_MAX
];
320 citizens martial_law
; /* Citizens pacified by martial law. */
321 citizens unit_happy_upkeep
; /* Citizens angered by military action. */
323 citizens
*nationality
; /* Nationality of the citizens. */
326 struct trade_route_list
*routes
;
328 /* Tile output, regardless of if the tile is actually worked. It is used
329 * as cache for the output of the tiles within the city map.
330 * (see city_tile_cache_update() and city_tile_cache_get_output()) */
331 struct tile_cache
*tile_cache
;
332 /* The memory allocated for tile_cache is valid for this squared city
334 int tile_cache_radius_sq
;
336 /* the productions */
337 int surplus
[O_LAST
]; /* Final surplus in each category. */
338 int waste
[O_LAST
]; /* Waste/corruption in each category. */
339 int unhappy_penalty
[O_LAST
]; /* Penalty from unhappy cities. */
340 int prod
[O_LAST
]; /* Production is total minus waste and penalty. */
341 int citizen_base
[O_LAST
]; /* Base production from citizens. */
342 int usage
[O_LAST
]; /* Amount of each resource being used. */
344 /* Cached values for CPU savings. */
350 int pollution
; /* not saved */
351 int illness_trade
; /* not saved; illness due to trade; it is
352 calculated within the server and send to
353 the clients as the clients do not have all
354 information about the trade cities */
355 int turn_plague
; /* last turn with an illness in the city */
356 int city_radius_sq
; /* current squared city radius */
364 int anarchy
; /* anarchy rounds count */
365 int rapture
; /* rapture rounds count */
369 int before_change_shields
; /* If changed this turn, shields before penalty */
370 int caravan_shields
; /* If caravan has helped city to build wonder. */
371 int disbanded_shields
; /* If you disband unit in a city. Count them */
372 int last_turns_shield_surplus
; /* The surplus we had last turn. */
374 struct built_status built
[B_LAST
];
376 struct universal production
;
378 /* If changed this turn, what we changed from */
379 struct universal changed_from
;
381 struct worklist worklist
;
383 bv_city_options city_options
;
385 struct unit_list
*units_supported
;
387 int history
; /* Cumulative culture */
389 struct worker_task_list
*task_reqs
;
393 /* Only used in the server (./ai/ and ./server/). */
395 float migration_score
; /* updated by city_migration_score. */
396 int mgr_score_calc_turn
; /* turn the migration score was calculated */
400 int steal
; /* diplomats steal once; for spies, gets harder */
402 /* If > 0, workers will not be rearranged until they are unfrozen. */
405 /* If set, workers need to be arranged when the city is unfrozen.
406 * Set inside auto_arrange_workers() and city_freeze_workers_queue(). */
409 /* If set, city needs to be refreshed at a later time.
410 * Set inside city_refresh() and city_refresh_queue_add(). */
413 /* the city map is synced with the client. */
416 bool debug
; /* not saved */
418 struct adv_city
*adv
;
419 void *ais
[FREECIV_AI_MOD_LAST
];
421 struct vision
*vision
;
425 /* Only used at the client (the server is omniscient; ./client/). */
433 /* The color is an index into the city_colors array in mapview_common */
437 /* info for dipl/spy investigation */
438 struct unit_list
*info_units_supported
;
439 struct unit_list
*info_units_present
;
440 /* Before popup the city dialog, units go there. In normal process,
441 * these pointers are set to NULL. */
442 struct unit_list
*collecting_info_units_supported
;
443 struct unit_list
*collecting_info_units_present
;
445 /* Updates needed for the city. */
446 enum city_updates need_updates
;
448 unsigned char first_citizen_index
;
454 struct name_translation name
;
455 char graphic
[MAX_LEN_NAME
];
456 char graphic_alt
[MAX_LEN_NAME
];
457 char citizens_graphic
[MAX_LEN_NAME
];
458 char citizens_graphic_alt
[MAX_LEN_NAME
];
459 struct requirement_vector reqs
;
462 extern struct citystyle
*city_styles
;
463 extern const Output_type_id num_output_types
;
464 extern struct output_type output_types
[];
466 /* get 'struct city_list' and related functions: */
467 #define SPECLIST_TAG city
468 #define SPECLIST_TYPE struct city
469 #include "speclist.h"
471 #define city_list_iterate(citylist, pcity) \
472 TYPED_LIST_ITERATE(struct city, citylist, pcity)
473 #define city_list_iterate_end LIST_ITERATE_END
475 #define cities_iterate(pcity) \
477 players_iterate(pcity##_player) { \
478 city_list_iterate(pcity##_player->cities, pcity) {
480 #define cities_iterate_end \
481 } city_list_iterate_end; \
482 } players_iterate_end; \
485 #define city_list_iterate_safe(citylist, _city) \
487 int _city##_size = city_list_size(citylist); \
489 if (_city##_size > 0) { \
490 int _city##_numbers[_city##_size]; \
491 int _city##_index = 0; \
493 city_list_iterate(citylist, _city) { \
494 _city##_numbers[_city##_index++] = _city->id; \
495 } city_list_iterate_end; \
497 for (_city##_index = 0; \
498 _city##_index < _city##_size; \
500 struct city *_city = \
501 game_city_by_number(_city##_numbers[_city##_index]); \
505 #define city_list_iterate_safe_end \
511 /* output type functions */
513 const char *get_output_identifier(Output_type_id output
);
514 const char *get_output_name(Output_type_id output
);
515 struct output_type
*get_output_type(Output_type_id output
);
516 Output_type_id
output_type_by_identifier(const char *id
);
517 void add_specialist_output(const struct city
*pcity
, int *output
);
518 void set_city_production(struct city
*pcity
);
522 const char *city_name_get(const struct city
*pcity
);
523 struct player
*city_owner(const struct city
*pcity
);
524 struct tile
*city_tile(const struct city
*pcity
);
526 citizens
city_size_get(const struct city
*pcity
);
527 void city_size_add(struct city
*pcity
, int add
);
528 void city_size_set(struct city
*pcity
, citizens size
);
530 citizens
city_specialists(const struct city
*pcity
);
532 citizens
player_content_citizens(const struct player
*pplayer
);
533 citizens
player_angry_citizens(const struct player
*pplayer
);
535 int city_population(const struct city
*pcity
);
536 int city_total_impr_gold_upkeep(const struct city
*pcity
);
537 int city_total_unit_gold_upkeep(const struct city
*pcity
);
538 int city_unit_unhappiness(struct unit
*punit
, int *free_unhappy
);
539 bool city_happy(const struct city
*pcity
); /* generally use celebrating instead */
540 bool city_unhappy(const struct city
*pcity
); /* anarchy??? */
541 bool base_city_celebrating(const struct city
*pcity
);
542 bool city_celebrating(const struct city
*pcity
); /* love the king ??? */
543 bool city_rapture_grow(const struct city
*pcity
);
544 bool city_is_occupied(const struct city
*pcity
);
546 /* city related improvement and unit functions */
548 int city_improvement_upkeep(const struct city
*pcity
,
549 const struct impr_type
*pimprove
);
551 bool can_city_build_improvement_direct(const struct city
*pcity
,
552 struct impr_type
*pimprove
);
553 bool can_city_build_improvement_later(const struct city
*pcity
,
554 struct impr_type
*pimprove
);
555 bool can_city_build_improvement_now(const struct city
*pcity
,
556 struct impr_type
*pimprove
);
558 bool can_city_build_unit_direct(const struct city
*pcity
,
559 const struct unit_type
*punittype
);
560 bool can_city_build_unit_later(const struct city
*pcity
,
561 const struct unit_type
*punittype
);
562 bool can_city_build_unit_now(const struct city
*pcity
,
563 const struct unit_type
*punittype
);
565 bool can_city_build_direct(const struct city
*pcity
,
566 const struct universal
*target
);
567 bool can_city_build_later(const struct city
*pcity
,
568 const struct universal
*target
);
569 bool can_city_build_now(const struct city
*pcity
,
570 const struct universal
*target
);
572 int city_unit_slots_available(const struct city
*pcity
);
573 bool city_can_use_specialist(const struct city
*pcity
,
574 Specialist_type_id type
);
575 bool city_has_building(const struct city
*pcity
,
576 const struct impr_type
*pimprove
);
577 bool is_capital(const struct city
*pcity
);
578 bool is_gov_center(const struct city
*pcity
);
579 bool city_got_defense_effect(const struct city
*pcity
,
580 const struct unit_type
*attacker
);
582 int city_production_build_shield_cost(const struct city
*pcity
);
583 bool city_production_build_units(const struct city
*pcity
,
584 bool add_production
, int *num_units
);
585 int city_production_buy_gold_cost(const struct city
*pcity
);
587 bool city_production_has_flag(const struct city
*pcity
,
588 enum impr_flag_id flag
);
589 int city_production_turns_to_build(const struct city
*pcity
,
590 bool include_shield_stock
);
592 bool city_production_gets_caravan_shields(const struct universal
*tgt
);
594 int city_change_production_penalty(const struct city
*pcity
,
595 const struct universal
*target
);
596 int city_turns_to_build(const struct city
*pcity
,
597 const struct universal
*target
,
598 bool include_shield_stock
);
599 int city_turns_to_grow(const struct city
*pcity
);
600 bool city_can_grow_to(const struct city
*pcity
, int pop_size
);
601 bool city_can_change_build(const struct city
*pcity
);
603 void city_choose_build_default(struct city
*pcity
);
605 /* textual representation of buildings */
607 const char *city_improvement_name_translation(const struct city
*pcity
,
608 struct impr_type
*pimprove
);
609 const char *city_production_name_translation(const struct city
*pcity
);
611 /* city map functions */
612 bool is_valid_city_coords(const int city_radius_sq
, const int city_map_x
,
613 const int city_map_y
);
614 bool city_base_to_city_map(int *city_map_x
, int *city_map_y
,
615 const struct city
*const pcity
,
616 const struct tile
*map_tile
);
617 bool city_tile_to_city_map(int *city_map_x
, int *city_map_y
,
618 const int city_radius_sq
,
619 const struct tile
*city_center
,
620 const struct tile
*map_tile
);
622 struct tile
*city_map_to_tile(const struct tile
*city_center
,
623 int city_radius_sq
, int city_map_x
,
626 /* Initialization functions */
627 int compare_iter_index(const void *a
, const void *b
);
628 void generate_city_map_indices(void);
629 void free_city_map_index(void);
630 void city_production_caravan_shields_init(void);
633 int city_tile_output(const struct city
*pcity
, const struct tile
*ptile
,
634 bool is_celebrating
, Output_type_id otype
);
635 int city_tile_output_now(const struct city
*pcity
, const struct tile
*ptile
,
636 Output_type_id otype
);
638 bool base_city_can_work_tile(const struct player
*restriction
,
639 const struct city
*pcity
,
640 const struct tile
*ptile
);
641 bool city_can_work_tile(const struct city
*pcity
, const struct tile
*ptile
);
643 bool city_can_be_built_here(const struct tile
*ptile
,
644 const struct unit
*punit
);
645 enum city_build_result
city_build_here_test(const struct tile
*ptile
,
646 const struct unit
*punit
);
649 struct city
*city_list_find_number(struct city_list
*This
, int id
);
650 struct city
*city_list_find_name(struct city_list
*This
, const char *name
);
652 int city_name_compare(const void *p1
, const void *p2
);
654 /* city style functions */
655 const char *city_style_rule_name(const int style
);
656 const char *city_style_name_translation(const int style
);
658 int city_style_by_rule_name(const char *s
);
659 int city_style_by_translated_name(const char *s
);
661 struct city
*is_enemy_city_tile(const struct tile
*ptile
,
662 const struct player
*pplayer
);
663 struct city
*is_allied_city_tile(const struct tile
*ptile
,
664 const struct player
*pplayer
);
665 struct city
*is_non_attack_city_tile(const struct tile
*ptile
,
666 const struct player
*pplayer
);
667 struct city
*is_non_allied_city_tile(const struct tile
*ptile
,
668 const struct player
*pplayer
);
670 bool is_unit_near_a_friendly_city(const struct unit
*punit
);
671 bool is_friendly_city_near(const struct player
*owner
,
672 const struct tile
*ptile
);
673 bool city_exists_within_max_city_map(const struct tile
*ptile
,
674 bool may_be_on_center
);
676 /* granary size as a function of city size */
677 int city_granary_size(int city_size
);
679 void city_add_improvement(struct city
*pcity
,
680 const struct impr_type
*pimprove
);
681 void city_remove_improvement(struct city
*pcity
,
682 const struct impr_type
*pimprove
);
684 /* city update functions */
685 void city_refresh_from_main_map(struct city
*pcity
, bool *workers_map
);
687 int city_waste(const struct city
*pcity
, Output_type_id otype
, int total
,
689 Specialist_type_id
best_specialist(Output_type_id otype
,
690 const struct city
*pcity
);
691 int get_final_city_output_bonus(const struct city
*pcity
, Output_type_id otype
);
692 bool city_built_last_turn(const struct city
*pcity
);
694 /* city creation / destruction */
695 struct city
*create_city_virtual(struct player
*pplayer
,
696 struct tile
*ptile
, const char *name
);
697 void destroy_city_virtual(struct city
*pcity
);
698 bool city_is_virtual(const struct city
*pcity
);
701 bool is_city_option_set(const struct city
*pcity
, enum city_options option
);
702 void city_styles_alloc(int num
);
703 void city_styles_free(void);
705 void add_tax_income(const struct player
*pplayer
, int trade
, int *output
);
706 int get_city_tithes_bonus(const struct city
*pcity
);
707 int city_pollution_types(const struct city
*pcity
, int shield_total
,
708 int *pollu_prod
, int *pollu_pop
, int *pollu_mod
);
709 int city_pollution(const struct city
*pcity
, int shield_total
);
710 int city_illness_calc(const struct city
*pcity
, int *ill_base
,
711 int *ill_size
, int *ill_trade
, int *ill_pollution
);
712 bool city_had_recent_plague(const struct city
*pcity
);
713 int city_build_slots(const struct city
*pcity
);
714 int city_airlift_max(const struct city
*pcity
);
716 bool city_exist(int id
);
719 * Iterates over all improvements, skipping those not yet built in the
722 #define city_built_iterate(_pcity, _p) \
723 improvement_iterate(_p) { \
724 if ((_pcity)->built[improvement_index(_p)].turn <= I_NEVER) { \
728 #define city_built_iterate_end \
729 } improvement_iterate_end;
732 /* Iterates over all output types in the game. */
733 #define output_type_iterate(output) \
735 Output_type_id output; \
737 for (output = 0; output < O_LAST; output++) {
739 #define output_type_iterate_end \
746 bool is_city_center(const struct city
*pcity
, const struct tile
*ptile
);
747 bool is_free_worked(const struct city
*pcity
, const struct tile
*ptile
);
749 #define is_free_worked_index(city_tile_index) \
750 (CITY_MAP_CENTER_TILE_INDEX == city_tile_index)
751 #define FREE_WORKED_TILES (1)
753 void *city_ai_data(const struct city
*pcity
, const struct ai_type
*ai
);
754 void city_set_ai_data(struct city
*pcity
, const struct ai_type
*ai
,
759 #endif /* __cplusplus */
761 #endif /* FC__CITY_H */